ATTENTION! It runs with skulltag\zandronum only. Brutal doom will give you ! sprites since the objects dont exist in brutal doom. but the rest will work fine still work in brutal doom. So moving on, I started a mega wad yesterday, or today i forgot. but it is aimed to have 20 levels but i have 5 complete but to make things intresting, I used advanced geometry like pillars, rounded corners. It also uses UNUSED DOOM 1 MUSIC! Here's the story to that, I was doing doom beta/alpha searching on the web and stumbled across "Planet rome.ro" I knew that that was john romeros website so i went on and it was a page with stuff and i found a link from john romero to the unused music from 1993. the file was "doom_unreleased_music.zip" I was excited and played the music and man i knew i was using slade to put these in my wads! BTW heres the link to the doom 1 unreleased music http://rome.ro/media/doom_unreleased_music.zip

Thats that but the wads name is Earth attack. Should be finsished soon

D00Med said:
to make things intresting, I used advanced geometry like pillars, rounded corners. It also uses UNUSED DOOM 1 MUSIC![/url]

Thats that but the wads name is Earth attack. Should be finsished soon

Sorry but this doesn't give me much faith in the WAD. Pillars and rounded corners are pretty basic design features nowadays, and having 15 levels done "soon" suggests that the quality of them is quite low. Regarding music, I have heard the unused soundtrack and my own opinion is that it's unused for a reason.

I don't mean to discourage you, but it may be best if you post screenshots of what you have already, so everyone can give feedback.
Also, it may be worth releasing these 5 levels as a demo version.

5 levels in one day, sounds a bit quick. Sounds like I am talking the oblige wad maker :P
On a serious note. Try and improve the detail and gameplay of the 5 levels you have made and put the file up here to see what you have got

Eris Falling said:
Sorry but this doesn't give me much faith in the WAD. Pillars and rounded corners are pretty basic design features nowadays, and having 15 levels done "soon" suggests that the quality of them is quite low. Regarding music, I have heard the unused soundtrack and my own opinion is that it's unused for a reason.

I don't mean to discourage you, but it may be best if you post screenshots of what you have already, so everyone can give feedback.
Also, it may be worth releasing these 5 levels as a demo version.

cannonball said:
5 levels in one day, sounds a bit quick. Sounds like I am talking the oblige wad maker :P
On a serious note. Try and improve the detail and gameplay of the 5 levels you have made and put the file up here to see what you have got

I have oblige but used it once, but not for this. I made it from scratch in doom builder 2. AND im working on level 8 now

Eris Falling said:
Sorry but this doesn't give me much faith in the WAD. Pillars and rounded corners are pretty basic design features nowadays, and having 15 levels done "soon" suggests that the quality of them is quite low. Regarding music, I have heard the unused soundtrack and my own opinion is that it's unused for a reason.

I don't mean to discourage you, but it may be best if you post screenshots of what you have already, so everyone can give feedback.
Also, it may be worth releasing these 5 levels as a demo version.

I am on level 9 and will release a 10 level demo. THE DETAIL IS VERY LOW AT THIS STAGE OF DEVELOPMENT SO KEEP YOUR CRITICM WAITING UNTIL THE FULL RELEASE!

Do I need the Skulltag actors and stuff enabled? If so I'll just use Zanny with the ST stuff, I wouldn't want to point any newbs towards ST simply for the fact that there's no masterserver any more and it's slightly outdated in comparison to Zanny.

It's like a less exaggerated version of pointing someone towards CSDoom.. :P Also as the rest have said, I'm looking forward to some screens and playable demos. As a long tme mapper who's style is consistantly oldschool, I think I could offer some basic tips for improvement from my own perspective.

Yeaaaah.. I would say the best criticism for this is to delete it and start over after learning the basics of doom gameplay balance and layout design. Do some real dooming before foraying into map making. That'll at least give you a sense for what makes a fun map.

Pavera said:
Yeaaaah.. I would say the best criticism for this is to delete it and start over after learning the basics of doom gameplay balance and layout design. Do some real dooming before foraying into map making. That'll at least give you a sense for what makes a fun map.

Hint: it isn't random skulltag/zdoom features.

I will admit, that i have no exprience with mapping...i just wanted a chance to try but got nothing but critiscm for something that is not even finsished.

In the event that you're actually serious, which you're not, I would suggest that learning how to make doors is a more valuable mapping trait to pick up than how to import custom monsters. Putting player start things in your maps is also possibly worth your consideration.